Empire

Description: The best in shielding, defensive tactics and high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade, getting up close and personal to take down enemies of all sizes.

Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health.

Advanced Class Abilities

Fires a sonic missile that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds, if Ion Gas Cylinder is active. If Ion Gas Cylinder is not active, threat towards all current enemies is immediately reduced. Enemy players have their damage reduced by 30% for 6 seconds unless they attack you.

Unloads all of your ordnances in rapid succession dealing <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving.

Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal <<1>> kinetic damage to up to 8 enemies within 8 meters of the initial target.

While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.

Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds.

Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<1>> kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.